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| {{Neutral}} | | {{Navbox Heihachi}} |
| == Key Tools ==
| | {{Navbox strategy}} |
| | {{See other}} |
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| === Pokes === | | == Key moves == |
| ; (1) (1,1) and (1,b+2)
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| : i10 high. A single jab leaves you +1 on block, and the follow-up -1. (1,1) can be easily hit-confirmed into the Mishima Flash Punch combo (1,1,2). Heihachi's Flash Punch is notable as it is the only one that grants a full wall-splat, making it a fearsome option at the wall. (1,b+2) is a mid follow-up that can be used to deter opponents from acting immediately after blocking 1.
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| ; (d/f+1)
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| : i13 mid, -1 on block. Has a high follow-up (d/f+1,1) that's -1 on block that can be used to catch sidesteps, and a damaging knockdown mid (d/f+1,2) that can be delayed.
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| ; (d/f+4)
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| : i12 mid, -6 on block. Heihachi's quickest mid option that's useful for closing out rounds.
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| ; (b+2)
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| : i22 mid, -2 on block. Heihachi's wall bounce option that's surprisingly not bad on block. The starting animation is nearly identical to his power low (d/b+2), making these moves tricky to defend against when both are used in tandem.
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| ; (f+3)
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| : i18 mid, -3 on block. Moves a decent amount forwards, knocks down on hit, and launches on counter-hit. Due to this move being a knee, generic parries will not work.
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| === Keepout === | | {{KeyMoves| |
| | {{KeyMove|1|poke=core}} |
| | }} |
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| === Approach ===
| | ; 1 |
| | : Jab is good okay. |
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| === Mixup === | | {{BlueOrange |
| | |left={{Dotlist| |
| | }} |
| | |orange={{Dotlist| |
| | * d+4 |
| | }} |
| | |right={{Dotlist| |
| | }} |
| | }} |